












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.6Donators/Buyers bonus! Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! AmmoAsKnife 1.7.2throwing knife will use equiped ammo stat if talent level is not less than material level Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | quick |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Sapper |
Level / Exp | 43 / 81% |
Size | medium |
Lifes / Deaths | Killed by Adybrevea the forest wight at level 30 on the 23rd Steel 1337th year of Ascendancy at 03:51 5 / 2Killed by ritch flamespitter at level 43 on the 27th Steel 1337th year of Ascendancy at 09:30 |
Primary Stats
Strength | 83 (base 60) |
Dexterity | 29 (base 18) |
Constitution | 80 (base 55) |
Magic | 22 (base 10) |
Willpower | 19 (base 10) |
Cunning | 107 (base 60) |
Resources
Life | 1556/1556 |
Steam | 106/106 |
Healing Factor | 1.2410366327279 |
Regeneration | 6.5154423218214 |
Speed
Mental | -4.4408920985006E-14% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 8 |
See Stealth | 10 |
See Invisible | 8 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 64 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Arcane | +11% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +45% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 67.08934837382 (100%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 71 |
Spell Save | 23 |
Mental Save | 61 |
Defense: Resistances
Darkness | + 36%( 70%) |
Fire | + 36%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 22%( 70%) |
Physical | + 23%( 70%) |
Cold | + 17%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 80% |
Confusion Resistance | 51% |
Silence Resistance | 20% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 33% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 87%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Siege engine | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Steamtech / Sapper | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Death tools | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Tool combat | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Onager | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Blacksmith | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Cun +4 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Phasing +30% On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +4 Resists +6% temporal Phys.save +14 (+4 eff.) Mind.save +20 (+5 eff.) ---------- misc Max.mana +80.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Melee Ret 6 mind ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.08 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +11 Str +3 Dex +6 Wil +9 Cun +5 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +13 Fatigue +4% Resists +8% physical Phys.save +10 (+3 eff.) Mind.save +13 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 464.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) S.pwr/crit +2 Res.pen +10% cold Phasing +30% Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 398 Base Damage: 168 Armor: 10 All Resist: 13 Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +20% acid ----- def ----- Resists +2% physical Die.at -80.00 life Max.HP +56.00 HP.reg +5.00 Heal.mod +12% ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Blind- +23% ---------- misc Infravis +4 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +6 Lck ----- def ----- Fatigue -16% Resists +3% mind +3% cold Stealth +7 Blind- +10% Silence- +20% Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +8 Max.enc +40 Infravis +4 A belt that goes around your waist. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +7 Con ----- def ----- Armour +35 Hardiness +30% Defense +22 (+10 eff.) Fatigue +5% Resists +25% darkness +25% fire Phys.save +43 (+11 eff.) Max.HP +100.00 Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +35.0% Spell.crit +29% Mind.crit +32% Crit.mult +22.00% Dmg.mod +11% arcane Melee Ret 4 mind 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +4 ---------- misc Light +3 Unarmed combat: Power 43.5 - 47.9 Physical Uses 80% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +30.0% Atk.spd 125% Melee+ +19 arcane On Crit.r2 +12 arcane On Crit: 40% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +4 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +3% nature Melee Ret 8 nature ----- def ----- Defense +3 (+1 eff.) Fatigue -3% Mind.save +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +6% mind Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.8 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) Phys.spd +10% Dmg.mod +5% physical Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% darkness +3% physical Res.pen +5% darkness ----- def ----- Armour +10 Phys.save +9 (+3 eff.) Max.HP +21.00 Disarm- +26% Pinning- +20% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +14 (+3 eff.) Acc +17 (+6 eff.) Apr +13 ----- def ----- Defense +13 (+6 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Nature/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +55 fire On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +4% Res.pen +19% fire Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 42.5 - 63.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +65 fire On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +13 (+3 eff.) All.spd +11% Res.pen +19% fire Massive two-handed battleaxes. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +2.0% Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind +12% temporal Res.pen +9% mind +25% fire Apr +7 ----- def ----- Resists +10% mind +9% cold Dmg.Resnn +25% ---------- misc Psi/ret +2.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Disrupt Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit: * Deals 107 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 12 cold Dmg.mod +16% cold Res.pen +13% cold ----- def ----- Armour +13 Resists +10% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +20.98% Spell.pwr +20 (+5 eff.) Dmg.mod +42% fire +6% mind +27% darkness ----- def ----- Resists +12% darkness Mind.save +12 (+3 eff.) ---------- misc Max.hate +8.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 46.5 - 65.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +20 cold On Hit: * 21% chance to slow global speed by 65% While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +15% mind Res.pen +26% cold On Hit (Melee): * 21% chance to slow global speed by 65% ----- def ----- Resists +15% cold One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +33 fire While equipped: dps ---------- Phys.crit +13.0% Crit.mult +18.00% All.spd +8% Res.pen +15% fire Apr +10 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 40.5 - 56.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +18 acid +45 nature On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +17% acid +25% nature Apr +5 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +5 Str dps ---------- Dmg.mod +8% physical Acc +15 (+5 eff.) One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +21% lightning Res.pen +5% cold ----- def ----- Resists +3% lightning Phys.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+0 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 294 damage and damages attackers striking the wearer for 36 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +6% cold Mind.save +16 (+4 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +12 Str +12 Mag +10 Wil dps ---------- Dmg.mod +24% lightning +20% physical +9% blight +20% fire +26% cold Res.pen +25% blight Melee Ret 2 arcane ----- def ----- Resists +18% lightning +30% fire +3% blight +17% cold +5% arcane +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +5 Resists +7% acid +12% temporal +6% cold +7% fire +6% lightning Mind.save +9 (+2 eff.) Heal.mod +15% Blind- +20% Teleport- +20% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Dex +5 Mag +4 Cun dps ---------- Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +6% lightning ---------- misc Light +1 Infravis +3 See.Invis +6 Unarmed combat: Power 16.0 - 17.6 Physical Uses 80% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +3.0% Atk.spd 125% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 9.0 - 12.6 Physical Uses 80% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 80% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +15 Con ----- def ----- Armour +17 Hardiness +10% Fatigue +5% Resists +7% physical Unarmed combat: Power 26.0 - 36.4 Physical Uses 80% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 5% Stone Touch 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +2 Con dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +3% fire Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +12 Str +5 Mag dps ---------- Crit.mult +15.00% Spell.pwr +30 (+7 eff.) Res.pen +25% blight ----- def ----- Armour +5 Fatigue +5% Resists +12% fire +5% arcane +9% temporal Cut- +20% ---------- misc Max.mana +104.40 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 464.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +21% cold ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +9% temporal +6% darkness +15% blight +6% lightning ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Cun +1 Wil dps ---------- Melee Ret 4 lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% nature A hat made of leather. Very stylish. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +31 Defense +5 (+2 eff.) Fatigue +7% Phys.save +15 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 11 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +29% acid +22% fire +27% temporal A suit of armour made of mail. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+1 eff.) ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Ego++] Master/Psionic While equipped: Stats +8 Str +6 Cun +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +20% darkness +9% physical Mind.save +16 (+4 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight +15% mind Melee Ret 6 acid 10 mind 6 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +16 Fatigue +22% Resists +26% lightning +30% acid A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Phys.crit +16.0% Phys.pwr +14 (+3 eff.) Melee+ 24 cold Dmg.mod +9% temporal Res.pen +15% temporal Melee Ret 11 ice ----- def ----- Armour +10 Fatigue +8% Resists +6% light +19% physical Shield.near.proj +86 Proj.slow +40% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego++] Nature/Psionic Power 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 22 Ranged+ +36 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 251 physical damage * 20% chance to create vines that bind the target to the ground dealing 251 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(67 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 20] simple frost salve [power 20]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 87% cooldown modifier. Remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 250] simple healing salve [power 250]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 155% efficiency and 87% cooldown modifier. Heal 250 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +2 Knockbk- +10% Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fawewa the Drem Sapper level 42
26th Steel 1337th year of Ascendancy at 23:03 see stats
By fawewa the Drem Sapper level 41
26th Steel 1337th year of Ascendancy at 17:49 see stats
By fawewa the Drem Sapper level 10
13rd Steel 1337th year of Ascendancy at 19:20 see stats
By fawewa the Drem Sapper level 20
18th Steel 1337th year of Ascendancy at 07:16 see stats
By fawewa the Drem Sapper level 30
22nd Steel 1337th year of Ascendancy at 15:14 see stats
By fawewa the Drem Sapper level 40
26th Steel 1337th year of Ascendancy at 03:25 see stats
By fawewa the Drem Sapper level 39
25th Steel 1337th year of Ascendancy at 19:16 see stats
By fawewa the Drem Sapper level 30
23rd Steel 1337th year of Ascendancy at 03:50 see stats
By fawewa the Drem Sapper level 38
25th Steel 1337th year of Ascendancy at 14:13 see stats
By fawewa the Drem Sapper level 19
17th Steel 1337th year of Ascendancy at 20:13 see stats
By fawewa the Drem Sapper level 39
26th Steel 1337th year of Ascendancy at 03:25 see stats
Log
8]Automated Onager uses Boulder.
8]Orc soldier roars with rage shaking off 2 mental debuffs!
8]Orc soldier is dazed!
8]Orc soldier is maimed!
8]Orc soldier is dazed!
8]Automated Onager hits Orc soldier for 177 physical damage.
8]Automated Onager hits Orc soldier for 212 physical damage.
2]Shadow casts Blindside.
2]Shadow performs a melee critical strike against Automated Onager!
2]Shadow casts Blindside.
2]Maim from Automated Onager hits Shadow for 102 physical damage.
2]Shadow hits Automated Onager for 25 physical damage.
2]Shadow hits Automated Onager for 28 physical damage.
2]Fiery orc wyrmic uses Orcish Fury.
2]Fiery orc wyrmic enters a state of bloodlust.
2]Orc grand summoner is no longer attuned.
3]Orc soldier is not dazed anymore.
3]Orc soldier is not dazed anymore.
3]Black Blood Bleeding from Fawewa hits Orc soldier for 12 darkness damage.
3]Maim from Automated Onager hits Orc soldier for 122 physical damage.
3]Maim from Automated Onager hits Orc soldier for 122 physical damage.
4]Ritch flamespitter spits flames!
4]Ritch flamespitter hits fawewa for (24 flat reduction), 154 fire (155 total damage).
4]fawewa the level 43 drem sapper was toasted to death by a ritch flamespitter on level 2 of Gorbat Pride.
4]You have 5 life(s) left.
4]You enter a zero gravity zone, beware!
4]From the brink of death you seem to be yanked to another plane.
4]Ritch flamespitter killed fawewa!
4]Saving game...
4]Saving done.
=====================
QUICK Campaign Zones
=====================
Ruins of Kor'Pul
The Deep Bellow
The Maze
Old Forest: Crystalline
Dreadfell
Gorbat Pride
=====================
QUICK Campaign Perks
=====================
1: Refused Reward
2: Talent: Last Engineer Standing
3: Artifact: Prox's Lucky Halfling Foot
4: Sandqueen Heart: Normal
5: Immunity: Stun
6: Finale: Resistance Penetration